SFxT 2013 hidden changes thread


#1

Figured this deserved it’s own thread as we should find out these changes the quickest way possible. List anything that’s not on the system/characters change list.

You can view the list here: http://forums.shoryuken.com/t/2013-patch-notes-compilation/154664

Please click “agree” on the person’s post to confirm the change.


#2

Patch notes compilation thread: 2013 patch notes compilation

Stealth nerf: Zangief’s PPP Lariat now does 100/120 damage, down from 150.


#3

Paul has a lot of hidden buffs(Found by zUkUu, street11 and me):

Paul’s Phoenix Smasher has JP5, up from JP4.
Paul’s Super has JP6, up from JP4 (I think it used to have 4, at least it didn’t have 6).
Non-EX Shredders allows you to juggle a medium afterwards, or a heavy if done directly in a juggle.
Juggled EX Mortar Punch adds 1 juggle point instead of 3. Non-EX juggled Mortar Punch adds 2 instead of 3.
Just like with Bone Breaker, CH Hammer Punch will allow you to combo the entire Hang Over+Demolition Man string.


#4

I couldn’t find this info anywhere online. And I’m assuming most people that actively play Sf X Tk have changed their default gems so the system won’t set to the new gem loadouts. The new default gems are:

Sample 1: 001, 019, 038 (Immense power / Attack)
Sample 2: 046, 050, 056 (Iron wall / Defense)
Sample 3: 205, 207, 214 (Onslaught / Cross gauge)
Sample 4: 024, 139, 245 (Pandora)
Sample 5: 001, 048, 205 (Balance)

Handy for tournaments.


#5

IDK if this is hidden or if it was in the patch notes but Steve’s Foxhunt on CH tosses the opponent into the air for more combo potential.


#6

That’s in the change log.


#7

Lili’s Dive Kick no longer restands juggled opponents…:frowning:

Why Capcom? Why not tell me this?! At least give me a chance to prepare my mourning period.


#8

Hwo’s second hit of Middle Kick Combo doesn’t reset on opponents that are ground bounced.


#9

[media=youtube]P3ALwKeSEYs[/media]


#10

Also, Lili’s Dominating Heel ALSO does not restand. I’m not mourning that one much though…shit was hard to land with anyone not named Hwoarang.


#11

Poison’s s.LP and cl.MP hit crouchers now.


#12

I dunno if this counts as a hidden change, but I can’t for the life of me punish rolls. Even with rapid fire lights and ambiguous set ups. However I can easily throw people from rolls. I guess they thought the first change was far too powerful along with throws taking away recoverable life.


#13

It’s been an official change. Rolls gain a hurtbox for 7 frames near the end but the opponent can block. Gains a throwbox (?) for 10 frames and they cannot tech.


#14

They changed it so you can still block but you can’t tech throws or reversal. I suppose they thought making them outright punishable by everything might have been a little much.


#15

Sigh I guess I misread I thought it was both of those changes. I guess it’s finally time for my fraud Rolento to retire. =(

Edit: Also chun li cl.mk no longer restands. Steve’s b+lk no longer restands. I think it’s safe to assume that all restands the use normals/unique normals are dead. At least Nina has her restand in tact (for obvious reasons).


#16

A restand forces a crouching opponent to stand, right?

Sent from my iPhone using Tapatalk


#17

Asuka’s unscaled launcher from lights is gone.


#18

That isn’t a hidden change, that was confusion brought on by Chun’s annoying hurtbox.


#19

Ahh, now I know. Thx. Last post edited. :slight_smile:


#20

Damn I actually wish they would have forced this, would have been useful in the long run I could have just changed back anytime.